What colors have been in said box over the years?

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Avi sez, "'Mickey Mouse in Gurs' is a tragic 'comic' book made by Horst Rosenthal in 1942 while incarcerated at the Gurs internment camp in France. Rosenthal uses Mickey Mouse as a kind of subversive Virgil to guide us through the hellish experiences of the concentration camp. Horst Rosenthal was murdered in Auschwitz in 1942." --BoingBoing
While much of the talk covered well-known libraries (SDL, OpenAL), game engines (Ogre, Irrlicht), physics engines (Bullet, Tokamak), and content creation tools (Blender, GIMP), there were a few surprises. One was how many open source game-creation systems I found (4, more than the zero I expected). These are Game Editor (2d with export to some mobile devices), Construct (2d, some 3d), Novashell (2d), and Sandbox (3d). Another surprise was the game Yo Frankie! (pictured above), which has very high quality animation and artwork, and was produced using Blender. --Jim Whitehead
On Wednesday, a federal district court in Los Angeles dismissed Brown's claim against Electronic Arts for the use of his image in its Madden NFL series. Judge Florence Marie-Cooper essentially found that video games are "expressive works, akin to an expressive painting that depicts celebrity athletes of past and present in a realistic sporting environment." Such works are protected by the First Amendment. --Kotaku
As an instructor of art for the past 7 years, I have had the disheartening experience of encountering illiteracy at the college level with a frequency that far exceeded my expectations. Having taught at the University of California, Santa Barbara; Fresno City College; Hillsborough Community College in Tampa, FL; and Bakersfield College, I decided to collect the hundreds of student essays written for my classes that were abandoned by their authors (the fact that these students did not find the retrieval of their work to be important was in many ways discouraging enough). I decided to archive these student essays as documentation of the growing illiteracy problem, for what I found in the contents therein mirrored and sometimes surpassed the following data.I suppose, too, that there's some self-selection involved -- perhaps the students who care least about their writing are the most likely to abandon their essays, while the best writers were proud of their work and wanted to pick it up. A lively discussion on the comments page.
--Look Like If The Words Are Bleeding
The current summer 100 Days project gathers a group of story writers, poets, visual artists, musicians, and programmers for one hundred days of creative effort. Each artist's work will be unique yet build on the work of others in the collective. Here we make, remake, shape and reshape.My former student Neha Bawa is among the participants. I have enjoyed learning from the new media pedagogy of Steve Ersinghaus and John Timmons. I'm also particularly interested in James Revillini's scripting experiments.
The marketing text is a parody, not a tribute. The text on the site reads like a text adventure, but it plays like a Choose-Your-Own-Adventure novel with a single choice on each page. The color scheme is flat enough. (Where does the color cyan exist, except in the 16 color home computer palette?) But the pixels are much too small. The detail on the roof is far too fine.
One of the more unusual plays in this year's Antidepressant Festival is Adventure Quest, which mimics old-school computer adventure games, combining live action with vintage graphics and 8-bit music. For those too young to remember these strange, puzzle-intensive artifacts of the Reagan era, the creators of Adventure Quest have been kind enough to provide a brief "walk-through" that captures the genre's peculiar narrative conventions.You are standing in the market square of the town of Despairington. There are several buildings here, including the potter's shop, the pie factory and the apothecary. Each appears to have been long abandoned. (Their owners were presumably among the many townspeople who joined the Octopus Cult last winter and killed themselves by drinking poisoned ink.) A large boomerang rests on a nearby crate of mangos.
You are currently holding: a portable cauldron, a pair of diamond cufflinks, a unicorn femur, an Octopus Cult pamphlet, a waterskin and a magnifying glass.
Drawing what you actually see--that is, drawing the plastic bull that's in front of you rather than the simplified, idealized image of a bull that's in your head--is something that does not come naturally to most people, let alone children. At its root, my gift was not the ability to draw what I saw. Rather, it was the ability to look at what I had drawn thus far and understand what was wrong with it.
While other children were satisfied with their loosely connected conglomerations of orbs and sticks, I saw something that bore little resemblance to its subject. And so, in my own work, I attempted to make the necessary corrections. When that failed, as it inevitably did, I started over. Again and again and again, each time making minor improvements, but all the while still seeing all the many ways that I had failed to persuade my body to produce the correct line or apply the appropriate coloring. -- John Siracusa, Ars Technica
This reminds me of what Robert Heinlein says about being a writer. Paraphrasing: anyone can become a writer, but what's really hard is staying a writer.
The first time I taught a lit crit class at Seton Hill, students felt overwhelmed by the almost-weekly paper assignments. It wasn't fair, some of them said, that I graded them on the essays they wrote before the class discussions, since it was often only after the class discussions that they understood the topic they wrote the essays about. This time around, I made an extra effort to front-load the idea that the essays are designed to improve the quality of the discussions. If everybody showed up at the discussions without having first tried to write a paper about reader-response theory or semiotics or formalism, then the discussions would not be very useful.
I did give the students a chance to re-do one of their ten critical theory exercises, and in general the exercises were going so well that I relaxed a little and let the students write a creative hypertext or a letter to the editor if they wanted to. But the rigor of doing a short paper every week, and committing their initial ideas to paper, before showing up in class, really helped develop their critical thinking skills. By the last week of classes, after I returned their rough drafts of their term papers, I got confident, satisfied smiles from the class. They knew what they had to do, and they knew they could do it. It was very rewarding.
That kind of confidence comes only with practice.
His ear was severed by a sword wielded by his friend, the painter, Paul Gauguin, in a drunken row over a woman called Rachel and the true nature of art. Gauguin lied about the incident and fled, two German art historians now believe. Van Gogh covered up to protect his friend and was placed in a mental institution.
[...]
Nina Zimmer, curator of a large Van Gogh exhibition at the Kunstmuseum in Basle until September, is unconvinced. "Maybe they are right," she said. "But almost any theory is plausible because there are so few established facts." -- John Lichfield
As I write this, Inform 7 is approaching its third birthday. I7 is a tool for creating interactive fiction (text adventure games). Like all the most powerful IF development tools, I7 is a programming language -- a powerful and peculiar one.
Inform 7 gets a lot of attention for its English-like syntax. I'm not going to talk about the natural-language aspects of I7. I'm going to talk about the underlying programming model, the system of rules and rulebooks. That's less attention-grabbing than the flashy syntax; but, in my opinion, it's equally radical. And perhaps a more important development, in the long run.
To be fair, I also like talking about the rule-based programming model because I contributed some of its ideas, back when I7 was first taking shape. I'm not claiming authorship here, mind you. I got into a long and digressive email conversation with Graham Nelson and Emily Short, in which we all threw ideas around, and then Graham went ahead and spent six years developing his ideas. I shoved mine on the shelf.
This means that I will talk about I7 for a while, and then break into a wild flight of "but this is how I think it should be done!" And then finish up with all the reasons I haven't made it work yet. Such is a hacker's life.
Unicorns are much more fun when they move.
It took about
two minutes for my daughter to do the drawing, about an hour and a half
to make the model (while my daughter played at my feet), and another
two hours to make the animation (long after she was in bed).
Brought in for questioning, van Meegeren refused to give up the name of the painting's rightful owners and was sent to prison on charges of treason, a crime punishable by death. Six weeks on death row and van Meegeren cracked, announcing somewhat histrionically that he'd painting the thing himself. Awkwardly, nobody believed him.-- BoingBoing
In this re-creation from "The Cage," green-skinned Orion slave girl Vena dances for Captain Pike. Why does Elchesen put in the hours necessary to create such images? "The time involved depends on if I feel like working on my latest creation or not," Elchesen said. "As for the effort, when someone sees it, I want that person to see something that is one of a kind -- never done before." -- Wired
CROSSBAR I
This is probably the biggest mistake seen amongst amateur letterers. An "I" with the crossbars on top and bottom is virtually only used for the personal pronoun, "I." The only other allowable use of the "crossbar I" is in abbreviations. Any other instance of the letter should just be the vertical stroke version. Although I would debate it, you occasionally see the "crossbar I" used in the first letter of the first word of a sentence, or the first letter of someone's name.
Melanie stood holding her Cassaba melon like a globe or Yorick's skull in her left hand and read it slowly rotating it to see all the lines; she then passed the Cassaba around and everyone read a line; amazingly, there were exactly 13 circular lines on the melon; she then cut it open with a sharp folding knife of illegal dimensions (on an airplane, certainly) and passed slices that everyone ate like communion, there being present also an eerie, nearly sacerdotal silence. And so it went, fruit after fruit, read, performed, eaten, in an order that could have not been more perfect if Noah's monitors had been there. We thus learned that: a) poetry can be edible (and perhaps it should be); b) fruit is a sexier medium than paper or pixels; c) school could be fun, d) "intermediate" could mean that even though the medium had not been quite reached (advanced), the closeness to experience itself (beginning), made it worthwhile, e) it's not so easy to write on fruit without good magic markers, and f) T.S. Eliot need not be memorized. --Andrei Codrescu, Inside Higher Ed
The FPP -- first-person painter! I wish the creator hadn't chosen to go eerie with the mood, that seems like cheating a little... it's so easy to go scary. Still, it's beautiful And it's an XNA-developed title. Interesting.
The Unfinished Swan - Tech Demo 9/2008 from Ian Dallas on Vimeo.
That's the story that's been set up for the player to experience, and he travels along that path like a tourist on a Disneyland ride. However much choice the player seems to have in between these story checkpoints, the overall path of the game is geometrically equivalent to those of film or theater or books. We choose to ignore the fundamental quality that makes games different and so compelling-- their interactivity.
The other approach is to "open up" Moby Dick, to allow the player real, significant choices in the course of events and their outcomes. In this configuration, an especially skillful player might be so good at the game that he does indeed catch and kill Moby Dick, triumphantly achieving Captain Ahab's revenge-- and along with it, destroying the whole point of Melville's story. Allowing such an alternate ending robs the work of its power; the story of Moby Dick is engaging precisely because Captain Ahab cannot find extra lives, rewind time or load an old save for a second chance, and the story of his obsession and undoing is fixed over time, a static sculpture in four dimensions.
The issue of these changeable outcomes is what the critic Roger Ebert infamously identified as the central problem with games-as-art, and despite the emotional flurries and dismissive grumblings from the gaming community, it is actually a good point without a clear answer. If Melville had so much as allowed for any possibility at all where Captain Ahab "wins," no matter how remote, the work's message and its interpretation of the world completely changes. Instead of destiny and fate, we would now speak of probability and chance. Work hard enough, get lucky enough, and anything is possible -- Matthew Wasteland, GameSetWatch
[T]his exhibition reconstructs a sampling of the exhibitions of the same title organized by Carnegie Institute in Pittsburgh (now Carnegie Museum of Art) from 1943 to 1949 and includes 48 paintings, of which 42 are the actual works that were selected for exhibitions over the seven-year period. These annual exhibitions of American painting replaced the Institute's annual Carnegie International while it was suspended due to World War II.I've included thumbnails of some of my favorite paintings below.
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